TGMs Shader Package[C++/GLSL]
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- Location: Germany
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- Posts: 275
- Joined: Fri May 12, 2006 6:37 pm
- Location: Germany
some?? its just the glass, isn´t it?? The Problem about is, that i would have to render the entire scene twice to get rid of it, and i think, this is realy annoying, so i frozen the projekt, until i realy need a glass shader...great work. I like all the shaders very much. only i dislike this fact that in some shaders the nodes are visible trought the walls. Why you don't modify the irrlicht code and send a patch?
Rendering the scene twice isnt a bad thing, it all depends on the shader length to transform ratio, If you have a few polygons and a huge shader its better off to do things in passes to gain advantge of GPU parallelism, lots of polygons but small shader then do the opposite.
Its about finding the balance, now the really new cards can find the balance for you by having a finite generic stream processors(can do both ps and vs shading) rather than having a finite and fixed number of vertex cores and pixel cores.
Its about finding the balance, now the really new cards can find the balance for you by having a finite generic stream processors(can do both ps and vs shading) rather than having a finite and fixed number of vertex cores and pixel cores.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
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Very Nice shaders !
actually some of them drop down the FPS very drastically ....
but, i loved the motion blurrrrrrrr, you're god, i couldnt archieve that effect TToTT
I Will use your shaders and of course you will have the credits
Au Revoir !
actually some of them drop down the FPS very drastically ....
but, i loved the motion blurrrrrrrr, you're god, i couldnt archieve that effect TToTT
I Will use your shaders and of course you will have the credits
Au Revoir !
My Gramathicalz horrorz are precalkulated, zo Zhut Up !
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Bah, actually my english is poor, but...
forget it xDDDD
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Bah, actually my english is poor, but...
forget it xDDDD
looks good really. more realism.
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Multiple effects
TGM, is it possible to combine the post process effects You've made? For example Bloom + Motion blur?
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It is possible gammaray
If irrlicht lets me post, lol
Sigh this is third attempt to reply,
Its like a pipeline
render bloom -> blur the output -> render the output to scene
www.owned.co.za/menu.zip
here is a working example,
i take no responsibility for the bugs in this app, its just a menu running bloom and radial blur, its safe, its just buggy
Hope this helps
FuzzY
Edit :: ill add the shots for those who wanna see here,
Before
After
If irrlicht lets me post, lol
Sigh this is third attempt to reply,
Its like a pipeline
render bloom -> blur the output -> render the output to scene
Code: Select all
driver->beginScene(true, true, video::SColor(0,0,0,0));
driver->setRenderTarget(Bloom->rt0, true, true, video::SColor(0,0,0,0));
smgr->drawAll();
driver->setRenderTarget(Blur->rt0, true, true, video::SColor(0,0,0,0));
Bloom->render();
driver->setRenderTarget(0);
Blur->render();
guienv->drawAll();
www.owned.co.za/menu.zip
here is a working example,
i take no responsibility for the bugs in this app, its just a menu running bloom and radial blur, its safe, its just buggy
Hope this helps
FuzzY
Edit :: ill add the shots for those who wanna see here,
Before
After
Looks nice.
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info